arma2:editor_modules:som
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arma2:editor_modules:som [2009/06/02 06:50] – added more SOM details. snakeman | arma2:editor_modules:som [2024/08/01 21:02] (current) – links added. snakeman | ||
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- | ====== SOM ====== | + | ====== |
- | If you have played the campaign then you know what I'm referring to. What surprised me was that the SOM works for user created mission also. It dynamically creates mission and objectives and enemies depending on where you are on the map. To use it simply place it on the map and synchronize it to the player' | + | [[https:// |
- | To create a civilian population, place a Location Module of your choice (City, Camp etc) in a town, then place a Civilian Ambient Module in the same town, synchronize the two GameLogic' | + | **Secondary Operations Manager** |
- | There is quite a lot you can configure for the SOM, including adding fully new SecOps. A random mission generator is exactly what the SOM is There will be more information soon, but some initial global settings: | + | Its what generates the little side missions in the campaign, but of course, if you run it on an empty map you essentially have a random mission generator. |
+ | |||
+ | Usage:\\ | ||
+ | Place the SOM gamelogic on the map, then synchronize it with the player. | ||
+ | |||
+ | SOM randomly creates mission and objectives and enemies depending on where you are on the map. | ||
+ | |||
+ | There is quite a lot you can configure for the SOM, including adding fully new SecOps. A random mission generator is exactly what the SOM is. Some initial global settings: | ||
You can override certain SOM settings by setting a " | You can override certain SOM settings by setting a " | ||
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_som setVariable [" | _som setVariable [" | ||
</ | </ | ||
+ | |||
+ | **Is it possible to have a script or trigger running that once you had completed a certain amount of SOM missions, say 5?** | ||
+ | |||
+ | Yes. The SecOps template (04: Combat) uses this concept. The SOM tracks completed / failed SecOps in an internal variable history (Array: Scalar | completed, Scalar | failed). | ||
+ | |||
+ | So let's say your SOM is myFirstSOM, you can make your trigger check for: | ||
+ | <code cpp> | ||
+ | ((myFirstSOM getVariable " | ||
+ | </ | ||
+ | |||
+ | Misc notes | ||
+ | |||
+ | What is already possible: without modifying the core SOM scripts (not recommended), | ||
+ | |||
+ | To get support: | ||
+ | |||
+ | Try to execute in a script after the SOM has started: | ||
+ | <code cpp> | ||
+ | //Gives one: | ||
+ | [" | ||
+ | |||
+ | //Gives one of each: | ||
+ | [[" | ||
+ | |||
+ | //Gives 2 random supports: | ||
+ | [2, player] call BIS_SOM_addSupportRequestFunc; | ||
+ | </ | ||
+ |
arma2/editor_modules/som.1243925410.txt.gz · Last modified: 2009/06/02 06:50 by snakeman